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path: root/Source/Core/VideoCommon/VertexManagerBase.h
AgeCommit message (Collapse)Author
2015-05-25Add missing license headersTillmann Karras
2015-02-25Formatting/Whitespace CleanupStevoisiak
Various fixes to formatting and whitespace
2015-01-24Coding style cleanup from the zfreeze mergeLioncash
2015-01-24Stop doing nastly shit to OpenGL stream buffers.Scott Mansell
Instead we keep the loaded vertices in CPU memory.
2015-01-24Move Zfreeze code out individual backends into videoCommonScott Mansell
Also: * Implement support for per-vertex PosMatrixIndex * Only update zslope constant once when zfreeze is activated. * Added a bunch of comments.
2015-01-23Fixes Mario Tennis Gimmick Courts and adds support for FastDepthCalcNanoByte011
- Calculate ZSlope every flush but only set PixelShader Constant on Reset Buffer when zfreeze - Fixed another Pixel Shader bug in D3D that was giving me grief
2015-01-23Cleanup and refactor of zfreeze portNanoByte011
Based on the feedback from pull request #1767 I have put in most of degasus's suggestions in here now. I think we have a real winner here as moving the code to VertexManagerBase for a function has allowed OGL to utilize zfreeze now :) Correct use of the vertex pointer has also corrected most of the issue found in pull request #1767 that JMC47 stated. Which also for me now has Mario Tennis working with no polygon spikes on the characters anymore! Shadows are still an issue and probably in the other games with shadow problems. Rebel Strike also seems better but random skybox glitches can show up.
2014-12-09VideoCommon: clean up VertexLoaderdegasus
2014-12-09VideoCommon: Rename s_pCurBufferPointerdegasus
2014-11-24More formatting and consistency fixesStevoisiak
2014-10-21Add missing includes where headers depend on other headers having been ↵comex
included first. This is good hygiene, and also happens to be required to build Dolphin using Clang modules. (Under this setup, each header file becomes a module, and each #include is automatically translated to a module import. Recursive includes still leak through (by default), but modules are compiled independently, and can't depend on defines or types having previously been set up. The main reason to retrofit it onto Dolphin is compilation performance - no more textual includes whatsoever, rather than putting a few blessed common headers into a PCH. Unfortunately, I found multiple Clang bugs while trying to build Dolphin this way, so it's not ready yet, but I can start with this prerequisite.)
2014-09-11Remove some unnecessary semicolonsLioncash
2014-09-08Include CommonTypes.h instead of Common.h.Rohit Nirmal
2014-02-18Convert all includes to relative paths.Lioncash
2014-02-15move shared parts from VertexManager::vFlush into VideoCommondegasus
2014-02-10Replace all include guard ifdefs with "#pragma once"lioncash
2014-01-31VideoCommon: small VertexLoader(Manager)? refactoringdegasus
2014-01-23D3D: move streaming buffer fallback into D3D backenddegasus
Neith OGL nor VideoCommon doen't use it, so there is no need to have it in VideoCommon.
2014-01-23VideoCommon: don't save streaming fifos into savestatedegasus
2014-01-23VideoCommon: allow backends to set the buffer pointer as they want todegasus
2014-01-17VideoCommon: merge triangle+list+point index buffersdegasus
We are used to render them out of order as long as everything else matches, but rendering order does matter, so we have to flush on primitive switch. This commit implements this flush. Also as we flush on primitive switch, we don't have to create three different index buffers. All indices are now stored in one buffer. This will slow down games which switch often primitive types (eg ztp), but it should be more accurate.
2013-12-31Remove unnecessary Src/ foldersJasper St. Pierre